// ******************************************************************************************************************
        // ******************************************************************************************************************
        // Patched methods
        // ******************************************************************************************************************
        // ******************************************************************************************************************

        public static void Pre_PlayTurnCrt(TacticalFaction __instance)
        {
            // Keep in the map only the actors not belonging to the faction that is starting its turn
            returnFireCounter = returnFireCounter
                                .Where(actor => actor.Key.TacticalFaction != __instance)
                                .ToDictionary(actor => actor.Key, actor => actor.Value);
        }
示例#2
0
        internal static void DeclareFaction(TacticalFactionVision factionVision)
        {
            TacticalFaction viewerFaction = factionVision.Faction.TacticalLevel.View.ViewerFaction;

            if (viewerFaction != factionVision.Faction)
            {
                if (viewerFaction.GetRelationTo(factionVision.Faction) == FactionRelation.Enemy)
                {
                    enemyFactions.Add(factionVision);
                }
            }
        }